<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Significant Bits &#187; when I am king</title>
	<atom:link href="http://www.significant-bits.com/tag/when-i-am-king/feed" rel="self" type="application/rss+xml" />
	<link>http://www.significant-bits.com</link>
	<description>On videogame design and such.</description>
	<lastBuildDate>Wed, 01 Sep 2010 01:45:56 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
		<item>
		<title>Scary Girl and the bane of platformers that is physics.</title>
		<link>http://www.significant-bits.com/scary-girl-and-the-bane-of-platformers-that-is-physics</link>
		<comments>http://www.significant-bits.com/scary-girl-and-the-bane-of-platformers-that-is-physics#comments</comments>
		<pubDate>Thu, 16 Apr 2009 20:29:10 +0000</pubDate>
		<dc:creator>The Management</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[armadillo run]]></category>
		<category><![CDATA[beetlejuice]]></category>
		<category><![CDATA[Coriolis effect]]></category>
		<category><![CDATA[demian 5]]></category>
		<category><![CDATA[demian5]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[incredible machine]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[indy]]></category>
		<category><![CDATA[man]]></category>
		<category><![CDATA[pac]]></category>
		<category><![CDATA[pac-man]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[scary girl]]></category>
		<category><![CDATA[Tim Burton]]></category>
		<category><![CDATA[when I am king]]></category>

		<guid isPermaLink="false">http://www.significant-bits.com/?p=1131</guid>
		<description><![CDATA[Scary Girl got quite a bit of attention at the tail end of GDC &#8217;09. It&#8217;s out now, and it&#8217;s free, so I decided to give it a go. The game&#8217;s aesthetics are definitely its high-point, somewhat aping the twisted surrealism of Beetlejuice. Scary Girl even does some interesting things like the animating dialogues &#8212; [...]]]></description>
			<content:encoded><![CDATA[<p>Scary Girl got <a href="http://www.offworld.com/2009/04/touch-my-pixel-nathan-scarygirl.html">quite a bit</a> <a href="http://www.indiegames.com/blog/2009/03/touch_my_pixel_release_scarygi.html">of attention</a> at the tail end of GDC &#8217;09. It&#8217;s <a href="http://www.scarygirl.com/world.php">out now</a>, and it&#8217;s free, so I decided to give it a go.</p>
<div id="attachment_1133" class="wp-caption aligncenter" style="width: 610px"><a href="http://www.significant-bits.com/wp-content/uploads/2009/04/scarygirl1.jpg"><img class="size-full wp-image-1133" title="scarygirl1" src="http://www.significant-bits.com/wp-content/uploads/2009/04/scarygirl1.jpg" alt="scarygirl1 Scary Girl and the bane of platformers that is physics." width="600" height="354" /></a><p class="wp-caption-text">Yes, it&#39;s pretty.</p></div>
<p style="text-align: center;">
<p>The game&#8217;s aesthetics are definitely its high-point, somewhat aping the twisted surrealism of Beetlejuice. Scary Girl even does some interesting things like the animating dialogues &#8212; something that I&#8217;ve been meaning to throw into a game ever since reading <a href="http://www.demian5.com/index-e.php">demian5</a>&#8216;s <a href="http://www.demian5.com/king/wiak.htm">When I Am King</a>.</p>
<p>As a platformer, though, it&#8217;s simply bad.</p>
<div id="attachment_1134" class="wp-caption alignleft" style="width: 310px"><a href="http://www.significant-bits.com/wp-content/uploads/2009/04/scarygirl2.jpg"><img class="size-full wp-image-1134" title="scarygirl2" src="http://www.significant-bits.com/wp-content/uploads/2009/04/scarygirl2.jpg" alt="scarygirl2 Scary Girl and the bane of platformers that is physics." width="300" height="177" /></a><p class="wp-caption-text">I also found myself scratching my head when my character wasn&#39;t picking up the collectibles she was overlapping.</p></div>
<p>The issue with Scary Girls is what&#8217;s endemic to so many indie games: an overabundance and over-reliance on physics.  For every <a href="http://www.armadillorun.com/">Armadillo Run</a>, there&#8217;s ten titles like <a href="http://www.indiegames.com/blog/2009/02/freeware_game_pick_pacman_phys.html">Pac-Man physics</a>. This particularly hurts platformers as the whole genre relies on &#8220;tight&#8221; controls and precise movement (even in the easy games).</p>
<p>Yes, Mario, Sonic and Mega Man all had physics,  but they weren&#8217;t realistic. The <a href="http://hypertextbook.com/facts/2007/mariogravity.shtml">algorithms</a> behind those games were MIN/MAX-ed to attain a certain &#8220;feel,&#8221; and the level design reflected that. There was usually no need to involve mass, the <a href="http://en.wikipedia.org/wiki/Coriolis_effect">Coriolis effect</a>, or the actual trajectory of a human jumping ten times his own height in an earth-like environment. Instead, the physics were meant to be fun and intuitive, and the architecture of the levels supported them and the player&#8217;s goals.</p>
<div id="attachment_1135" class="wp-caption alignright" style="width: 310px"><a href="http://www.significant-bits.com/wp-content/uploads/2009/04/scarygirl3.jpg"><img class="size-full wp-image-1135" title="scarygirl3" src="http://www.significant-bits.com/wp-content/uploads/2009/04/scarygirl3.jpg" alt="scarygirl3 Scary Girl and the bane of platformers that is physics." width="300" height="177" /></a><p class="wp-caption-text">You need to jump to get the cross of collectibles, but hardly any of the possible trajectories will achieve that. </p></div>
<p>Sure, <a href="http://www.thewayoftheninja.org/n.html">N</a> was quite a departure from that, but it wasn&#8217;t your typical Flash platformer either. It had a very zoomed out view, a high resolution, lots of different surfaces, etc. The game still wasn&#8217;t my cup of tea, but it was aware of its strengths and used them to build unique and entertaining playgrounds. Most physics-based platformers, though, seem to occupy a space somewhere in between N and nostalgic games like Mario, and they&#8217;re rarely any good.</p>
<p>Scary Girl&#8217;s second stage is the ubiquitous underwater level, and, naturally, it&#8217;s even slower and floatier than the on-land action. It also uses tank controls, i.e., left/right to rotate, forward to advance, and it&#8217;s a mess. Even though you have to dive, the buoyancy of the water is constantly rotating your character to face up. What&#8217;s worse, there&#8217;s an air meter, water currents, and painfully slow step-like diving movements. It&#8217;s pretty much the complete opposite of fun.</p>
<p>Despite its good looks, the game&#8217;s an awkward struggle with no flow. I doubt I&#8217;ll ever play it again.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.significant-bits.com/scary-girl-and-the-bane-of-platformers-that-is-physics/feed</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
	</channel>
</rss>
